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<blockquote data-quote="Mercule" data-source="post: 3402623" data-attributes="member: 5100"><p>Probably the most bizarre educational bit I got from D&D was that I used to know the Dewey Decimal System well enough that I didn't use the card catalog at my high school library -- it was faster for me to walk to the right section and actually look at the titles than to flip through a bunch of index cards. I freaked out most of my friends at least once. But, that's also the best illustration of just exactly how much stuff I learned from D&D.</p><p></p><p>More specifically:</p><p><u><strong>Folklore, Mythology, and Comparitive Religion</strong></u></p><p>Kind of a cornerstone of D&D. What are the oddball beliefs of every backwater village? How do different beliefs interact? What causes a group to shift from one belief system to another?</p><p></p><p><u><strong>History and Biographies</strong></u></p><p>This started off with an attempt at Medieval verisimillitude, but history is such a big, fluid topic, that you always need to find out the rest of the story. I'm not really a history buff, but I do know more than the average bear.</p><p></p><p><u><strong>Geography, Cartography, Meteorology, and Geology</strong></u></p><p>Maps, maps, maps. Every game world needs some. If you get really into things, you can even learn a bit about plate tectonics to craft better a better map. Looking at the real world helps here, too. Plus, it's awfully hard to study history and not get a better feel for geography.</p><p></p><p><u><strong>Chemistry, Physics, and Metalurgy</strong></u></p><p>Someone will inevitably ask, "just exactly how hot is a fireball and what does it melt?" After that, you pretty much have to learn to use a Handbook of Chemistry and Physics. Not to mention asking why there isn't any gunpowder (or is there?) and other questions that boil down to "How real is your fantasy?"</p><p></p><p><u><strong>Astronomy and Astrology</strong></u></p><p>A little bit from the geography category and a little bit from the physics category. Adding constellations to your homebrew world is pretty cool.</p><p></p><p><u><strong>Statistics</strong></u></p><p>If you're going to tinker with rules that involve dice, it's a real good idea to know what impact your tinkering has.</p><p></p><p><u><strong>Art</strong></u></p><p>Two reasons for this. First, art is very evocative in a setting and it's culturally important (see History). Second, you can't study art without wanting to try it some -- I do passibly well with clay, pen and ink, charcoal, and pastels, though I'm <u>way</u> out of practice anymore.</p><p></p><p><u><strong>Language</strong></u></p><p>That's how Tolkien got started, and I eventually moved that direction. Some of it was required by history readings. Some by science readings. Some in trying to create my own languages. Plus, learning accents and a few words really helps bring NPCs to life.</p><p></p><p><u><strong>Biology and Ecology</strong></u></p><p>Same as most of the other sciences. If nothing else, it's nice to be able to have intelligent placement of wildlife. I didn't learn a lot, compared to some of the other areas, but I seem to have retained more info than most adults.</p><p></p><p><u><strong>Politics and Philosophy</strong></u></p><p>It's great to set up imaginary states and figure out how they interact with one-another. Plus, there were so many cool tables in the DMG. I eventually graduated with a Political Science and Philosophy degree, so it's hard for me to say how much D&D pushed me and how much I pushed it on this topic.</p><p></p><p><u><strong>Computers</strong></u></p><p>I can't even count the number of times I've started on a character generation/management tool. My first was on the C64 and I'm thinking about starting another one in .NET. When I discover that, while I like studying politics I don't have the stomach to play the game, I had no problem transitioning to programming computers because of all the utilities I'd built over the years. In fact, I seem to be at least on par with people my age who actually did the CS degree.</p></blockquote><p></p>
[QUOTE="Mercule, post: 3402623, member: 5100"] Probably the most bizarre educational bit I got from D&D was that I used to know the Dewey Decimal System well enough that I didn't use the card catalog at my high school library -- it was faster for me to walk to the right section and actually look at the titles than to flip through a bunch of index cards. I freaked out most of my friends at least once. But, that's also the best illustration of just exactly how much stuff I learned from D&D. More specifically: [u][b]Folklore, Mythology, and Comparitive Religion[/b][/u] Kind of a cornerstone of D&D. What are the oddball beliefs of every backwater village? How do different beliefs interact? What causes a group to shift from one belief system to another? [u][b]History and Biographies[/b][/u] This started off with an attempt at Medieval verisimillitude, but history is such a big, fluid topic, that you always need to find out the rest of the story. I'm not really a history buff, but I do know more than the average bear. [u][b]Geography, Cartography, Meteorology, and Geology[/b][/u] Maps, maps, maps. Every game world needs some. If you get really into things, you can even learn a bit about plate tectonics to craft better a better map. Looking at the real world helps here, too. Plus, it's awfully hard to study history and not get a better feel for geography. [u][b]Chemistry, Physics, and Metalurgy[/b][/u] Someone will inevitably ask, "just exactly how hot is a fireball and what does it melt?" After that, you pretty much have to learn to use a Handbook of Chemistry and Physics. Not to mention asking why there isn't any gunpowder (or is there?) and other questions that boil down to "How real is your fantasy?" [u][b]Astronomy and Astrology[/b][/u] A little bit from the geography category and a little bit from the physics category. Adding constellations to your homebrew world is pretty cool. [u][b]Statistics[/b][/u] If you're going to tinker with rules that involve dice, it's a real good idea to know what impact your tinkering has. [u][b]Art[/b][/u] Two reasons for this. First, art is very evocative in a setting and it's culturally important (see History). Second, you can't study art without wanting to try it some -- I do passibly well with clay, pen and ink, charcoal, and pastels, though I'm [u]way[/u] out of practice anymore. [u][b]Language[/b][/u] That's how Tolkien got started, and I eventually moved that direction. Some of it was required by history readings. Some by science readings. Some in trying to create my own languages. Plus, learning accents and a few words really helps bring NPCs to life. [u][b]Biology and Ecology[/b][/u] Same as most of the other sciences. If nothing else, it's nice to be able to have intelligent placement of wildlife. I didn't learn a lot, compared to some of the other areas, but I seem to have retained more info than most adults. [u][b]Politics and Philosophy[/b][/u] It's great to set up imaginary states and figure out how they interact with one-another. Plus, there were so many cool tables in the DMG. I eventually graduated with a Political Science and Philosophy degree, so it's hard for me to say how much D&D pushed me and how much I pushed it on this topic. [u][b]Computers[/b][/u] I can't even count the number of times I've started on a character generation/management tool. My first was on the C64 and I'm thinking about starting another one in .NET. When I discover that, while I like studying politics I don't have the stomach to play the game, I had no problem transitioning to programming computers because of all the utilities I'd built over the years. In fact, I seem to be at least on par with people my age who actually did the CS degree. [/QUOTE]
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